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// Pseudo-actionscript documentation for additional functions added by SKSE

// I don't really know actionscript well, so the syntax will probably be not
totally correct.

dynamic intrinsic class skse


{
// Enable text input for Scaleform UI components.
// Each 'true' call must be matched with a 'false' call, or text input will
remain enabled.
function AllowTextInput(allow : Boolean) : Void;

// Write a string to skse.log.


function Log(str : String) : Void;

// Change an INI setting.


// The setting's name must contain the section, for example
"fUIMistMenu_CameraX_G:Interface".
// Currently only numeric settings are supported.
function SetINISetting(settingName : String, data : Number) : Void;
function GetINISetting(settingName : String) : Number;

// Open a menu. Known menu names:


// "Inventory Menu"
// "Console"
// "Dialogue Menu"
// "HUD Menu"
// "Main Menu"
// "MessageBoxMenu"
// "Cursor Menu"
// "Fader Menu"
// "Magic Menu"
// "Top Menu"
// "Overlay Menu"
// "Overlay Interaction Menu"
// "Loading Menu"
// "Tween Menu"
// "Barter Menu"
// "Gift Menu"
// "Debug Text Menu"
// "Map Menu"
// "Lockpicking Menu"
// "Quantity Menu"
// "Stats Menu"
// "Container Menu"
// "Sleep/Wait Menu"
// "LevelUp Menu"
// "Journal Menu"
// "Book Menu"
// "Favorites Menu"
// "RaceSex Menu"
// "Crafting Menu"
// "Training Menu"
// "Mist Menu"
// "Tutorial Menu"
// "Credits Menu"
// "TitleSequence Menu"
// "Console Native UI Menu"
function OpenMenu(menuName : String) : Void;
function CloseMenu(menuName : String) : Void;
// Enable extended data for item cards and favorites menu
// ### this is out of date, see ScaleformExtendedData.cpp ###
// common data for all objects:
// var extended : Boolean; // always set to true
// var formType : Number; // object type (see GameForms.h for a
list)
// var formId : Number; // form's ID number
// if an object can have keywords:
// var keywords : Object; // object containing a boolean set to
true, named after each keyword
// data for armor:
// var armor : Number; // armor value
// var partMask : Number; // body parts used, see
BGSBipedObjectForm for a list
// var weightClass : Number; // 0 - light, 1 - heavy, 2 - none
// data for weapons:
// var subType : Number; // specific weapon type (see
TESObjectWEAP::DataC4 in GameObjects.h)
// var damage : Number; // damage
// var speed : Number; // speed
// var reach : Number; // reach
// var stagger : Number; // stagger
// var critDamage : Number; // crit damage
// var minRange : Number; // min range
// var maxRange : Number; // max range
// data for ammo:
// var damage : Number; // damage
// data for spells/scrolls/ingredients/potions:
// var subType : Number; // strongest effect's magic school
// var skillLevel : Number; // strongest effect's skill level
// var magnitude : Number; // strongest effect's magnitude
// var duration : Number; // strongest effect's duration
// var actorValue : Number; // strongest effect's actor value
// var magicType : Number; // strongest effect's magic type
// data for soul gems:
// var soulSize : Number; // captured soul size (0 = none, 5 =
grand)
// var gemSize : Number; // gem capacity (1 = petty, 5 = grand)
// data for potions:
// var flags : Number; // flags (see AlchemyItem)
// data for books:
// var bookType : Number; // 0 - none, 1 - skill, 4 - spell
// var teachesSkill : Number; // present on skill books, index of the
skill the book teaches
// var teachesSpell : Number; // present on spell books, form ID of the
spell the book teaches, or -1 on error
// data for messages:
// var buttons[] : String;
function ExtendData(enable : Boolean) : Void;

// forces containers to show categories like NPCs


function ForceContainerCategorization(enable : Boolean) : Void;

// send an event to SKSE's papyrus event dispatcher


// strArg, numArg, formIDArg are optional
function SendModEvent(eventName : String, strArg : String, numArg : Number,
formIDArg : Number) : Void;
// write the current magic effects active on the player to the outEffects
array
// var duration : Number;
// var elapsed : Number;
// var effectFlags : Number;
// var subType : Number;
// var archetype : Number;
// var actorValue : Number;
// var magicType : Number;
function RequestActivePlayerEffects(outEffects : Object) : Void;

// request details about a form


// same format as ExendData
// extra and recursive are optional
function ExtendForm(formID : Number, outData : Object, extra : Boolean,
recursive : Boolean) : Void;

// request details about an actor value


// var base : Number;
// var current : Number;
// var maximum : Number;
function RequestActorValue(formID : Number, actorValue : Number, outData :
Object) : Void;

// returns the keycode mapped to an input event


// device types:
// 0 keyboard
// 1 mouse
// 2 gamepad
// contexts:
// 0 gameplay
// 1 menumode
// 2 console
// 3 item menu
// 4 inventory
// 5 debug text
// 6 favorites
// 7 map
// 8 stats
// 9 cursor
// 10 book
// 11 debug overlay
// 12 journal
// 13 TFC mode
// 14 map debug
// 15 lockpicking
// 16 favor
function GetMappedKey(name : String, deviceType : Number, contextIdx :
Number) : Number;

// enters input event rebind mode


// callbackObject.EndRemapMode(keyCode : Number) will be called when the next
input event occurs
function StartRemapMode(callbackObject : Object);

// gets name of the last control detected by the SKSE input handler
// bKeyDown specifies whether it's the last pressed or released control
function GetLastControl(bKeyDown : Boolean) : String;
// gets the last keycode detected by the SKSE input handler
// bKeyDown specifies whether it's the last pressed or released key
function GetLastKeycode(bKeyDown : Boolean) : Number;

// enables mouse wheel events to trigger onMouseWheel for the MapMenu


function EnableMapMenuMouseWheel(enable : Boolean) : Void;

// centers map on the marker with the given index. only works if the map is
open
function ShowOnMap(markerIndex : Number) : Void;

// centers map on the marker with the given index. only works if the map is
open
function ShowOnMap(markerIndex : Number) : Void;

// centers map on the marker with the given index. only works if the map is
open
function ShowOnMap(markerIndex : Number) : Void;

// store an array of numbers under the given key. any existing data under the
same key will be replaced
function StoreIndices(key : String, indicesIn : Array) : Void;

// load an array of numbers associated with the given key into the passed
indicesOut
function LoadIndices(key : String, indicesOut : Array) : Void;

dynamic intrinsic class version


{
var major : Number; // SKSE major revision number
var minor : Number; // SKSE minor revision number
var beta : Number; // SKSE beta revision number
var releaseIdx : Number; // SKSE release index
};
};

// release history
//
// skse runtime release
// 1.1.0 1.1.21.0 none
// 1.2.0 1.2.12.0 none
// 1.2.1 1.2.12.0 none
// 1.3.0 1.3.7.0 0
// 1.4.0 1.3.7.0 1
// 1.4.1 1.3.7.0 2
// 1.4.2 1.3.10.0 3
// 1.4.3 1.3.10.0 4
// 1.4.4 1.3.10.0 5
// 1.4.5 1.3.10.0 6
// 1.4.6 1.4.15.0 7
// 1.4.7 1.4.20.0 8
// 1.4.8 1.4.21.0 9
// 1.4.9 1.4.21.0 10
// 1.4.10 1.4.21.0 11
// 1.4.11 1.4.26.0 12
// 1.4.12 1.4.27.0 13
// 1.4.13 1.4.27.0 14
// 1.4.14 1.5.24.0 15
// 1.4.15 1.5.26.0 16
// 1.5.1 1.5.26.0 17
// 1.5.2 1.5.26.0 18
// 1.5.3 1.5.26.0 19
// 1.5.4 1.5.26.0 20
// 1.5.5 1.5.26.0 21
// 1.5.6 1.5.26.0 22
// 1.5.7 1.5.26.0 23
// 1.5.8 1.6.87.0 24
// 1.5.9 1.6.89.0 25
// 1.5.10 1.7.7.0 26
// 1.5.11 1.7.7.0 27
// 1.6.0 1.7.7.0 28
// 1.6.1 1.7.7.0 29
// 1.6.2 1.8.145.0 30
// 1.6.3 1.8.151.0 31
// 1.6.4 1.8.151.0 32
// 1.6.5 1.8.151.0 33
// 1.6.6 1.8.151.0 34
// 1.6.7 1.8.151.0 35
// 1.6.8 1.8.151.0 36
// 1.6.9 1.8.151.0 37
// 1.6.10 1.9.26.0 38
// 1.6.11 1.9.29.0 39
// 1.6.12 1.9.32.0 40
// 1.6.13 1.9.32.0 41
// 1.6.14 1.9.32.0 42
// 1.6.15 1.9.32.0 43
// 1.6.16 1.9.32.0 44
// 1.7.0 1.9.32.0 45
// 1.7.1 1.9.32.0 46

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